#version 120 vec4 tmp0, tmp1; vec4 ret; vec4 temp_reg; vec4 arg0, arg1, arg2; uniform sampler2D ps_sampler0; vec4 tex0; uniform vec4 specular_enable; void main() { tex0 = texture2D(ps_sampler0, gl_TexCoord[0].xy); tex0.yzw = vec3(tex0.x, tex0.x, tex0.x); ret.xyz = mix(temp_reg.xyz, tex0.xyz, tex0.w); ret.w = tex0.w; gl_FragData[0] = gl_SecondaryColor * specular_enable + ret; }